quakeforge/libs/video/renderer/r_ent.c
Bill Currie ae6970a005 [renderer] Split entity queue into per-model-type
While I doubt the difference is all that significant, this should speed
up entity rendering because it cuts out a lot of branching, and
eliminates scanning the same list multiple times only to not do anything
for large chunks of the list.
2022-03-02 15:00:32 +09:00

175 lines
3.7 KiB
C

/*
r_tent.c
rendering entities
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdlib.h>
#include "QF/model.h"
#include "QF/msg.h"
#include "QF/render.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "r_internal.h"
#define ENT_POOL_SIZE 32
typedef struct entity_pool_s {
struct entity_pool_s *next;
entity_t entities[ENT_POOL_SIZE];
} entity_pool_t;
entity_t *r_ent_queue[mod_num_types];
static entity_t **vis_tail[mod_num_types] = {
[mod_brush] &r_ent_queue[mod_brush],
[mod_sprite] &r_ent_queue[mod_sprite],
[mod_alias] &r_ent_queue[mod_alias],
[mod_iqm] &r_ent_queue[mod_iqm],
};
static entity_pool_t *entity_pools = 0;
static entity_pool_t **entpool_tail = &entity_pools;
static entity_t *free_entities;
entity_t *
R_AllocEntity (void)
{
entity_pool_t *pool;
entity_t *ent;
int i;
if ((ent = free_entities)) {
free_entities = ent->next;
ent->next = 0;
ent->transform = 0;
return ent;
}
pool = malloc (sizeof (entity_pool_t));
pool->next = 0;
*entpool_tail = pool;
entpool_tail = &pool->next;
for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
ent->next = ent + 1;
ent->transform = 0;
}
ent->next = 0;
ent->transform = 0;
free_entities = pool->entities;
return R_AllocEntity ();
}
void
R_FreeAllEntities (void)
{
entity_pool_t *pool;
entity_t *ent;
int i;
for (pool = entity_pools; pool; pool = pool->next) {
for (ent = pool->entities, i = 0; i < ENT_POOL_SIZE - 1; i++, ent++) {
ent->next = ent + 1;
if (ent->transform) {
Transform_Delete (ent->transform);
ent->transform = 0;
}
}
ent->next = pool->next ? pool->next->entities : 0;
if (ent->transform) {
Transform_Delete (ent->transform);
ent->transform = 0;
}
}
free_entities = entity_pools ? entity_pools->entities : 0;
}
void
R_ClearEnts (void)
{
for (int i = 0; i < mod_num_types; i++) {
r_ent_queue[i] = 0;
vis_tail[i] = &r_ent_queue[i];
}
}
void
R_EnqueueEntity (entity_t *ent)
{
modtype_t type = ent->renderer.model->type;
if (type < 0 || type >= mod_num_types) {
Sys_Error ("R_EnqueueEntity: Bad entity model type %d", type);
}
ent->next = 0;
*vis_tail[type] = ent;
vis_tail[type] = &ent->next;
}
float
R_EntityBlend (animation_t *animation, int pose, float interval)
{
float blend;
if (animation->nolerp) {
animation->nolerp = 0;
animation->pose1 = pose;
animation->pose2 = pose;
return 0.0;
}
animation->frame_interval = interval;
if (animation->pose2 != pose) {
animation->frame_start_time = vr_data.realtime;
if (animation->pose2 == -1) {
animation->pose1 = pose;
} else {
animation->pose1 = animation->pose2;
}
animation->pose2 = pose;
blend = 0.0;
} else if (vr_data.paused) {
blend = 1.0;
} else {
blend = (vr_data.realtime - animation->frame_start_time)
/ animation->frame_interval;
blend = min (blend, 1.0);
}
return blend;
}